Roll to BRAIINNNSSSS....
5-7 players to start. Survivors welcome via searching.
It's been only 2 days since the zombies came. You collected some supplies and fled for your life, leaving all you've known to burn behind you. The zombies seem to be seriously weakened by sunlight, and avoid it, but at night they are almost unstoppable killing machines. You've managed to hold up with a few others in this small storm cellar for the night, but it has no supplies, no food, and is far too cramped for long-term survival. There's plenty of places in town that could serve as a night-time shelter, but right now, you're limited by how far you can move in the light, and what you can collect in the day. Any place you decide to hold for the night should be fortified, or at least, easy to fortify, or else the zombies will quite easily rip through the windows, or punch right through the walls, if you give them half a chance.
standard RTD rules (i think...)
The action results are defined by a six-sided die roll:
[1]: Epic Fail. Your efforts only worsened your situation.
[2]: Fail. Your skills or luck were insufficient.
[3]: Meager success: The situation didn't improve by as much as you have intended.
[4]: Success: Your efforts were sufficient to achieve your goal.
[5]: Epic Success: Your skills and luck have combined to ensure your success.
[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.
TIME: Queue up your actions for the Day, and for that Night. I will respond to all posts on Thursday (or sooner if everyone posts and I'm feeling like it), and give you until Saturday noon (EST, but i prob wont post till the evening/night) to change your Night actions. Combat/ambushes will resolve without your input; tell me conditionals (e.g. 'i always try to run if possible' or 'if we have the upper hand, we attack'.). I will resolve the Night by Monday evenings (most of the night will be recuperation and waiting for the sun to make the zombies give up trying to claw open the door). If I don't have input from you, I'll assume you either repeat what you did, or aid others, or stay at the base and fortify/repair it.
each day is separated into 2 sections - Day and Night. Day is 6am to 5:59pm, Night is 6pm-5:59am. Durign the Day, zombies avoid sunlight and shamble slowly. BUT at Night, zombies become horribly dangerous; they scream, charge at light sources, and prefer to bite, even if their arms are better weapons. Even alone, a single zombie poses a sizable threat to an unsheltered group of Survivors. You may queue up to 4 actions for each Day - some actions are considered 'half-actions', like traveling (e.g. you could travel to the mall, rummage for 3 actions, and travle back to your safehouse before nightfall). Each Night, you may queue a single action - you are sleeping much of it; you will repeat/continue that action all night, unless soemthing happens (like ZOMBIES or !!science!!). I will assume you take shifts at night, and you wake your companions if something important happens. IF you feel you must forgo sleep, you may queue 2 actions - the rest of the time is wasted trying to stay awake or taking naps - and the next Day you suffer a -2 penalty on all checks, unless you dedicate at least 1 action to resting. You may use an action (day or night) to help someone else do something; if so, you make the same check, and if succsessful, you impove their degree of succsess.
Exploring (aka LOOTING): A Rummage check searches a single structure/area each action. Large structures (malls, hospitals, Home Depot, etc.) have 2 or more 'areas' (part 1, part 2, etc.). Rummage checks above 1 result in finding at least 1 item in the area of your search. High rummage checks rusult in directly useful items, and/or a large number of items. Many structures have been looted, destroyed, or burned, so not all strucres have very useful items. Notable locations on next post.
Chars:
Name:
Stats: 2pts, max 2 in any stat.
STRength (melee attacks, lifting stuff, carry capacity), FINensse (ranged attacks, manual dexterity, most craft checks), REFlex (dodge in combat/enviornmental), TOUghness (Health Points, physical resistance), COUrage (Morale Points, mental resistance), INTellect (craft checks, engineering), PERception (notice zombies, notice ambushes/ambush points, rummage), LUCk (avoid epic FAIL, better epic WIN, slight improvment to all checks).
Skills: 6pts, max 3.
Rummage (search for things), Engineering (mehcanical crafting, fortifications, repair, etc), Medical (first aid, surgery), Martial Arts (unarmed and light melee), Melee, Guns (also crossbows), Throw (rocks to grenades), Chemistry (crafting drugs, explosives, poisons, glues, etc.), Navigation (faster routes = more time to search, less likeley to get ambushed, better results inside structures), Culinary (extracting food/water from animals/plants, preparing food), Stealth (avoid zombies, sneak attacks)
Perks (pick UP TO 2; feel free to suggest an equivilent perk):
MANLY PHYSIQUE - +1 STR, +1 TOU, -1 REF, you are BIG and an easy target.
GIRLISH FIGURE - -1 TOU, +2 REF. You are small and lithe and can fit in tight spaces.
HYPERSENSITIVE - +1 PER, +1 FIN, -1 TOU.
AMBIDEXTEROUS - you may dual-wield at -2. (normal -4).
PERFECTIONIST - +1 crafting, your craft checks may take longer (or fewer qty), but of improved quality/durability.
DEVOTED - +1 COU, +1 LUC, -1 INT.
NIHILISTIC - -2 COU, but +5 when near-death
JURRY-RIG - +1 crafting, your craft checks may take less time (or more qty), but of lower quality/durability.
ACADEMIC - +1 INT, +1 to any 2: Engineering, Medical, Chemistry, Navigation
EMT - +1 Medical, you use fewer medical supplies when using the Medical skill.
MASTER CHEF - +1 Culinary, you use less food when using the culinary skill.
FIGHTER - +1 STR, +1 to any 2: Martial Arts, Melee, Guns, Throw.
DETECTIVE - +1 PER, +1 Rummage. You may roll twice using Rummage.
TRAP MASTER - +1REF, +2 when crafting/setting/arming/disarming traps.
GUN NUT - +1 Guns, you may take a 'not quite legal' firearm for free (not a BIG GUN) (plus 1 clip).
ANTIQUER - +2 Engineering (repair), you get your choice of melee weapon for free, on top of your free weapon for the game.
NINJA - +1 stealth, +1 called shots/trip, +1 when attacking undetected
MONK - +1 COU, +1 Martial Arts, you deal extra damage with Martial Arts, and can use certain weapons with martial arts instead of melee (quarterstaff, nunchaku, kama, etc.).
Health, etc.
HP/MP: HP = 3+TOU (min 3), MP = 3+COU (min 3). At HP>=3, you are Healthy, at 2, you are Injured, 1=Seriously Wounded, 0=Near-Death. While Near-Death, you cannot move without help, and most actions need extra time and take a penalty. MP=3, you are stable. MP=2, you are Uneasy. MP=1, Upset. MP=0 you are F*ed Up; most actions take longer and have a penalty. At MP<0, you are either Homocidal or Suicidal; this is decided based on rolls, your personality, and how you got crazy. HP/MP regenerate by 1 per day, assuming you consume at least 1 food and 1 water (dawn of the next day). ONE HP can be restored each day by a Medical check, consuming 1 action (for both the healer and the healee), and one unit of medical supplies. ONE MP can be resored each day by a Medical check AND using up a unit of Psych Drugs, or by a COU check (harder to do, but you can aid another on this).
Thirst/Hunger: If you don't have enoguh food to consume 3 units by dawn, you take a cumulative -1 penalty to all checks the next day. If you don't have enoug water to consume 3 units by dawn, you loose 1 HP. You may decide who gets the limited food/water.
!!INFECTION!!: zombies bites are infectious (to humans; animals seem to be immune). Zombification has an unkown hibernation, but deals 1 HP every dawn. You can delay the onset of the infection by preventing the damage with a medical check (consume supplies+pain drugs) before dawn. A chemist working with a doctor might be able to sythesize a cure, or even a vaccine, or perhaps a mass cure to revert the zombies (!!), but it will be very hard and take a LOT of supplies - and if something goes wrong... well, all drugs need test subjects...
Carry Capacity: You can carry up to 50lbs (you have a backpack by default) without issue. Each point of STR increases that by 10 lbs. You can haul around double your capacity, but traveling takes a full action (unless you have a vehicle), and you take penalties in combat.
EQUIPMENT:
you default with Basic Clothing (0lbs), Backpack (0lbs), and 1 weapon of your choice - a melee or pistol (firearms get 1 clip as well.) You may choose one of the following packages:
A: 5 food, 2 water, medical supplies 1, pain drugs 1, Cat OR Dog OR Goat.
B: 1 food, 1 water, chemical supplies 2, mechanical supplies 3.
C: 8 food, 4 water, pain drugs 2.
D: 3 food, 3 water, medical supplies 2, pain drugs 2.
Martial Arts weapons: 1lbs. brass knuckles, catspaw (like a crowbar, but tiny), etc.
Small Melee: 1-3lbs. dagger, short sword, club, hatchet, rapier, whip, crowbar, etc.
large Melee:4-12lbs. longsword, battleaxe, warhammer, greatsword, katana, fireaxe, hockey stick, rebar blub, wrecking bar, etc.
Melee spears:3lbs. spear, glaive, halbred, knife tied to a broom
Guns, pistol:4lbs. semi-auto (.22 rimfire), revolver (.357) heavy revolver (2 hand; .44, .500), Crossbow (2 hand, bolts)
Guns, SMG:5lbs. P90, Uzi, MP5 (10mm, NATO)
Guns, shotguns:10lbs. Sawn-off, 20Gague, Hunting Shotgun, SPAS12, Assault Shotgun
Guns, rifles:10- Hunting Rifle (.22 rimfire), AK-47 (NATO), Sniper (NATO)
Guns, Anti-material: 30lbs Barrett M82 (.500)
Guns, heavy:10+lbs Grenade Rife, Minigun, RPG, Missile Tube
Armor: leather 12, CDC (chem/bio/radiation) suit 7, Mad Max 16, Combat Vest 10, Metal Plates 30, Combat Armor 25, SWAT armor 40, Leather Sheild 3, Wooden Sheild 4, Metal Sheild 8
Food/Water: 1lb per unit (pint water, 1 meal food)
Medical Supplies: 2lbs
Drugs: 1lb Pain, Psych
Chemical Supplies: 5lbs
Mechanical supplies:2lbs Electrical Parts, Scrap Metal, tools
Fortification Supplies: 10lbs Boards, sandbags, cement, etc.
Ammo:1lb per clip, .22, .357, .44, .50, 5.7NATO, Grenade, missile
Animals: Dog (dogs can be trained to fight zombies with COU), Cat (make good lookouts), Goat (can be milked or slaughtered, also wool), Horse (travel, food, glue) Fish (food), etc.
Vehicles: Bike, Sedan, Minivan, Pickup, Comercial Van (grants bonuses to navigation, lets groups travel together in relative saftey, and lets you carry more)
Edit: I made this in notepad, so forgive spelling errors.